Inventory Extended – Turn Game Creator 2 Inventory into a Complete Inventory System
Inventory Extended transforms Game Creator 2 Inventory into a fully-featured inventory system with advanced crafting, smelting, dismantling, item states, and seamless drag & drop between grid bags.
Built entirely with Visual Scripting, it’s modular, expandable, and designed to remove the limitations of the default Inventory system.
Why Inventory Extended?
Game Creator 2 Inventory is already one of the most fun modules to work with, but once you start building more complex systems like advanced crafting, timed crafting, dynamic item behavior, or grid-based interactions, you can quickly run into limitations.
Inventory Extended expands on that by adding systems inspired by different types of games, all built in a modular way so you can use only what you need or tweak everything.
Unlike other inventory extensions that rely on hardcoded components or pre-configured systems that limit flexibility, Inventory Extended is built entirely with visual scripting, giving you full control to customize, extend, and adapt every system to fit your game exactly the way you want, without fighting against the framework.
Drag & Drop Between Grid Bags
Move items between different grid inventories with ease.
- Drag & drop between bags, chests, and stations
- Supports stack splitting, merging, and quick transfer (shift-click)
Item States
Create state variants for any item and change how it looks and behaves without duplicating it.
A state can modify:
- Title
- Description
- Sprite & text color
- Pickup and use audio
- Can drop
- And more
Example: Turn a Normal Sword into a Broken Sword by adding a state that checks the swords durability, instead of replacing the item.
Affixes
Dynamically add Prefixes and Suffixes to items name based on their properties or attached sockets.
Display affixes based on Runtime Item properties or sockets
Set category priorities to control which affixes are applied first
Define how many affixes can be added to an item per category
Assign individual priorities to each affix within a category
This allows flexible item variation without needing separate item definitions.
Advanced Smelting & Dismantling
Define exactly what happens when an item is processed.
- Configurable processing time
- Different smelt/dismantle states based on conditions or item properties (quality, durability, etc.)
- Multiple outputs per state
- Random output amount ranges (1–3, etc.)
- Individual drop chances per output
- Optional properties added to output items
List & Grid Recipes
Two new crafting recipe systems are included.
List-Based Recipes
- Configurable processing time
- Multiple inputs and outputs
- Crafting conditions
- Item property requirements (e.g., Quality > High)
Grid-Based Recipes
- Layout-based crafting
- Position-sensitive recipes
- Recipe book example
- Item property requirements
Outputs can optionally receive item properties.
Queue-Based Crafting Example
Craft, smelt, or dismantle multiple items in sequence.
- Add multiple items to the queue
- Automatic sequential processing
- View active and upcoming items
Fuel-Driven Crafting Example
Craft, smelt, or dismantle can require fuel or any resource system.
- Consumes fuel over time
- Pauses when fuel runs out
- Easy to adapt for power or energy mechanics
List-Based Examples
- List Crafting – Define required resources and conditions with duration support and a quantity slider
- List Furnace – Smelt items with configurable output chances and timed processing
- List Dismantle – Break down items with randomized output results and drop chances
Grid-Based Examples
- Grid Inventory – 2x2 crafting, equipment slots, sorting, and recipe book
- Grid Chest – Drag & drop, sorting, and quick transfer between bags
- Grid Craft – 3x3 workbench crafting with position-sensitive recipes
- Grid Dismantle – Break down items with configurable outputs and drop chances
- Grid Furnace – Smelt it
Description sourced from the Unity Asset Store listing.